MadruckOIFGamer의 댓글

I have made a quick and comprehensive video documenting the location of every Rare mob in Val'sharah, the coordinates and how to apply it to Handynotes addon: https://www.youtube.com/watch?v=FYb_JoBB3-E I hope it helps and take care :-)

xtofer의 댓글

Does anybody noticed that the main music theme is almost the Hunger Game main theme ?

Tenjen의 댓글

this place really took me all the way back to the wc3 night elf campaign and creating a night elf char in Teldrassil. its musics, its aesthetics, the questing.

automaticjac의 댓글

1. It's too hard to get around and the map is kind of useless. A) The zone is too "layered" and it's difficult to know when you're supposed to go down into some valley or root structure and when you're supposed to stay above or climb. I get that it used to be a hallmark of good zone design that you make the area seem larger than it really is by adding these layers, but hardware capabilities have made this unnecessary. Now it's just frustrating. There's no need to turn a forest into an ant farm when you can just make a big sprawling forest. B) Too many obstructions that just seem arbitrary from both a realism and artistic standpoint, including everyone's favorite "waist high tree root that for some reason is impossible to climb over".

2. I'm just sick of the whole "Mother Earth is in danger and must be saved!" plot. WoW has recycled this so many times. I understand that it's part of the whole druid thing and to a lesser extent the same for shamans and even hunters, but put it to rest. On a related note, let's also ease up on the whole spirit/nature culture thing stapled onto Tauren and Pandaren. It's simplistic and trite. If I ever see another NPC named Wind- or River- something it will be too soon.

3. This zone features some of the worst voice acting ever featured in WoW. The big demon at the Temple of Elune (who also won't shut up) is just awful. And Tyrande's "let's make up a generic sounding elvish accent (that no one else shares) by inconsistently mixing up a bunch of European ones" isn't much better.

4. Too much trash. Trash mobs are everywhere in this damn forest, including the much loved trash that turns into five more trash mobs after you kill it. They're not challenging, they're just annoying and detract from the overall fun of the playing experience. And with the zone scaling to level you can no longer even rely on threat to help keep them from attacking.

I agree that the zone has some aesthetically pleasing elements. I also like the Bradensbrook/Blackrook Hold area. But that forest. Ugh.

Garmheim의 댓글

The world tree of Norse Mythology is Yggdrassil. The name means Odin's Horse, Ygg being an epithet of Odin in Old Norse and drassil meaning horse in that language. The name comes from the incident in which Odin hangs upside down for 9 days and 9 nights (some sources say 7 of each while late, Christianized sources occasionally refer to 3 days and nights) from the world tree to learn the runes (i.e. written language that may be passed down without the medium of a living storyteller). This incident is a key moment in Odin's elevation from an elder god to All Father.

In World of Warcraft we encounter a number of world trees. Nordrassil is the tree planted on Mt. Hyjal to replace the original world tree. In game we are told that Nordrassil combines drassil with the Darnassian word, Nor, for sky or heavens and, therefore, means "Crown of Heaven". Since Darnassian exists only in game the definition is fine though were one to be picky about derivations it probably means North Horse or Sky Horse.

In the Legion expansion we have Shala'drassil, the corrupted world tree at the heart of Val'sharah. In this case the drassil component appears to have been grafted onto the Darnassian word for Night, Shal, in the sense of something dark, foreboding and evil. The translation, Night or Darkness of Heaven, is a little harder to comprehend. One wonders if The Broken Isles might be conceived of geographically in Azeroth as the antipodes of Mt. Hyjal. If Shala'drassil is on the exact opposite side of the world from Nordrassil that would make some sense and explain why The Burning Legion is so intent on conquering The Broken Isles. In magical thinking destroying the opposite likeness of an object or person weakens or destroys the other as well. The best example of such things are twins who, when one is wounded, the other bleeds.

Here endeth the lesson in myth and folklore.

Eido의 댓글

Each zone appears to have its own random-spawning treasure chests.These chests are not to be confused with the similar looking but static, zone treasures (Treasure Chests, Small Treasure Chests, Protected Treasure Chests, etc...) which can be obtained only once per character.

DrNegative의 댓글

Pretty comfy zone, reminded me of my level 1 Night Elf days.

Barleduq의 댓글

There's a ring of mushrooms in the zone The Wildwood, on the opposite side of the pool from the moonwell. Don't have coords at the moment. Anyone know if there's anything special there? In RL folklore, rings like that are links to faery realms, among other things.

Daralyn의 댓글

Only recently I've actually realized that parts of the forest corrupted by nightmare are nothing new at all